1550 AD (3) - continued:
Revolt to mercantelism and paganism.
Note that fortified musket in Furry Cow should be promoted if we're attacked.
1555 AD (4) -
A forest chopped near Cowville. Should be enough to finish the musket there, so I whip in addition so all extra hammers (60+) will go to the grenadier next turn.
I leave all the free specialists as is for now.
research goes up to 50%. Steel is due in 19.
IBT -
Ummm... No
1560 AD (5) -
Cowville: musket -> grenadier
Ulundi: NE (20 GPP per turn now!) -> grenadier
Colombus (GM) was born in NY for Roosy.
1565 AD (6) -
Seoul: grenadier -> grenadier. Sent to Cowville.
Napo has a great prophet.
1570 AD (7) -
I think we wait a couple of turns until Roosy comes requesting help, and then we help.
And to other news:
Cowville: grenadier -> grenadier
Copper town: forge -> push grenadier before the market. forge added +1

so I let the city grow some more.
I'm sooooooo tempted to take these workers now...
Research is down to 40%. I guess the military starts to cost.
I don't advance troops from Cowville to Nobamba yet. It'll only take them 2 turns to get there anyway, and we don't have enough grenadiers yet.
1575 AD (8) - Saladin's golden age has ended.
Furry Cow: musket -> grenadier.
I advance 2 grens, 2 hwachas and a musket 1SW of Cowville, so they can reach Nobamba in 1 turn if needed. Nobamba now has a little culture (20% defense).
1580 AD (9) -
Seoul: grenadier -> grenadier. Sent to Furry cow.
1585 AD (10) -
Stopping here.
Cowville can be

again (our last forest was just chopped, so a lot of the whipping will go to the next grenadier). there's no

problem there.
If Roosy won't request our help soon, we'll need to Dow Napo ourselves.
Currently we have 4 muskets, 4 hwachas (need more!) and 3 grenadiers (soon to be many more). All of our cities are training grenadiers.
Steel is due in 15 (40% research, +18 gpt), no one has it yet. Napo has chemistry.
We may want to save some gold for upgrades.
save:
View attachment Charming AD-1585.CivWarlordsSave
cripp7 - you're up.